Thursday, April 10, 2008

Fluff: Testing notes

Based on the Rye adventure, here were a few conclusions regarding Fluff:
  • For such a lite-weight system, skills should default to Okay. New characters should get maybe two +1s to spend, though they could still drop one skill to up another.
  • The death spiral is too deadly. That is, after a first hit, further hits become more likely. And because, without magical healing, it takes so long to heal from wounds, the game either stalls while the character lays up for a couple weeks, or else death becomes increasingly more likely. It'd be better to tone back the "realism" in the interest of keeping gameplay moving.
  • The 3dF (though we were faking it with 3d6) and skill granularity were fine.
  • The plot points were nice, and should be used more for player story control, especially for things like filling out character equipment/details on the fly.
  • The combat system needs to be clarified. I described the damage levels and the combat mechanic, but left it largely to GM fiat on how the two related. It'd ease gameplay if this was properly defined.
  • The player was skeptical about having her wounds "reopen" on a bad roll, especially when they didn't seem that bad the first time around.

I'm currently working these changes into the rules. The system has been renamed to Fluffy.

We're also thinking about a similar play-while-hiking version (Huffy), an RPG play context inspired partly by Sherpa. Huffy would probably have a scene-based form of combat, to focus even more on story over mechanics.

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